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The Raid System

Introduction

Raids are part of the entertainment during Strategic turns, especially for the role players among the game participants as it is essential for raids to make a good storu to indicate how and why this particular raid will be successful. Of course, we have a system for resolving the success of raids, the key modifier of a raid result is the user story!

Results

This table contains a list for predefined targets. Players will think about other targets for raids and it is impossible to create a list with all possible targets. But with this table it should be possible to create a similar result.

D6 + <modifier> < 1 1 2 & 3 4 & 5 6 > 6
General Complete failure failure No effect Small success Success Heroic Success
Anti raid party RP Destroyed RP one hit No effect Attacker chased away Attacker one hit Attacker destroyed
Trebuchets RP Destroyed RP one hit No effect -1/(-3) -2/(-6) disabled for one turn
Statue of the god Moloch RP Destroyed RP one hit No effect ignores first offer ignores two offers ignores four offers
Duergar Sappers RP Destroyed RP one hit No effect A week work lost 2 weeks lost + one hit Work and unit destroyed
Gold RP Destroyed RP one hit No effect 10%/10 50%/50 100%/100
Gnome magical equipment RP Destroyed RP one hit No effect 1D6 gold Magic item +1 for unit
Free folk RP Destroyed RP one hit No effect 1D3 gold +1 next raid +1
Food stores RP Destroyed RP one hit No effect 1D3 3D3 3D6
Import food RP Destroyed RP one hit No effect 1D3 3D3 3D6
Balloons RP Destroyed RP one hit No effect Half destroyed Destroyed Destroyed + Secret
Killing units RP Destroyed RP one hit No effect 1 hit 2 hits Destroyed
Equipment (freefolk) RP Destroyed RP one hit No effect +1 +1/(-1 defender) +1/(-1 + 2 hits defender)
Killing a leader RP Destroyed RP one hit No effect Wounded Killed You got the head

Note: RP = Raid Party

urhb/raid.1515415748.txt.gz · Last modified: 2018/01/08 12:49 by marcs